

varying vec3 vNormal;
varying vec3 vView;
varying vec2 vTexCoord;
varying vec2 vReflectionCoord;

void main() {
	vec4 v = gl_ModelViewProjectionMatrix * gl_Vertex;
	vNormal = normalize(gl_NormalMatrix * gl_Normal);
	vView = normalize(gl_Vertex - (gl_ModelViewMatrixInverse * vec4(0,0,0,1))).xyz;

	vTexCoord = vec2(gl_MultiTexCoord0);
	vReflectionCoord = vec2(gl_Vertex.x, gl_Vertex.z);

	vView = v;
	gl_Position = v;
}
